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Knife Edge: Nose Gunner Walkthrough
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==============================================================================
Knife Edge: Nose Gunner (N64)
==============================================================================

 Knife Edge: Nose Gunner Copyright 1998 Kemco

 This strategy guide is written by Faididi (faididi@yahoo.com) and BlueSory.
 This document is for private use only. Copying or distributing this, in whole
 or in part, for profit without the permission of the authors is not allowed.


---------------
Version History
---------------

Version 2005 (2005-07-19 Tuesday)
 - Made changes to the guide's format.

Version 2004 (2004-07-19 Monday)
 - Made changes to the guide's format.

Version 2003 (2003-07-19 Saturday)
 - Initial release.


==============================================================================
[0] Index
==============================================================================

[1] Background Information
 [1.1] Martian Mayhem
 [1.2] Characters
 [1.3] Controls
 [1.4] Options
  [1.4.1] Controller Configuration Screen
  [1.4.2] Sound Option Screen
  [1.4.3] Mode Select Screen
 [1.5] Weapons
 [1.6] Items
 [1.7] High Score Screen
 [1.8] General Tips

[2] Strategies
 [2.0] Prologue
 [2.1] Stage  1: Amethyst Ravine
 [2.2] Stage  2: Dead City (The Living Ruin)
 [2.3] Stage  3: Crimson Lake
 [2.4] Stage  4: Cold Vengeance (The Shrine Without the Master)
 [2.5] Stage  5: Creature
 [2.6] Stage  6: Space Station
 [2.7] Epilogue

[3] Battle Mode
 [3.1] Playing Battle Mode
 [3.2] Special Score Screen

[4] Miscellaneous Information
 [4.1] Super Difficulty Setting
 [4.2] Stage Select Screen
 [4.3] Boss Strategies
 [4.4] Patch Codes

[5] Reference
 [5.1] Game Information
 [5.2] Really Small Details
 [5.3] Guide Credits

[6] Contact Information


==============================================================================
[1] Background Information
==============================================================================

 Kemco's Knife Edge is a rail shooter that features a hero who can use
 many special weapons and who has the ability to manually move his ship
 to avoid enemy attacks. This game also features a Team Mode that plays
 like a cooperative 4-Player version of its 1-Player Story Mode.


--------------------
[1.1] Martian Mayhem
--------------------

   A new age for mankind has dawned with Earth's colonization of Mars in
 the mid 22nd century. Establishing a small city within an environmental
 dome on the surface of the red planet, the colonists have begun to mine
 the crust for minerals and tap into the nearby volcano for thermal energy.
 Further exploration has also revealed fascinating ruins at the north pole,
 and teams of scientists are sent there to investigate.

   Then they came. Without warning, unknown forces appear from nowhere
 and attack the colonists, severing communications so rapidly that Earth
 Command cannot even obtain a clear description of the aggressors. What
 it does know, however, is the enemy is relentless and merciless, seemingly
 intent on destroying every trace of the colonists. With the Earth fleet
 too distant to respond in time, the only hope in stopping the attack
 lies with the experimental assault craft undergoing testing at Mars.

   Michael Samson is the nose gunner of one of these ships, code named
 Knife Edge. His mission is to rescue any survivors and to neutralize the
 onslaught. Due to the shortage of pilots, however, he is forced to leave
 his ship on autopilot while he focuses on destroying the countless hostile
 units assailing the colonies. Will Michael succeed in his mission? Will he
 discover the origins of the mysterious enemy forces? And more importantly,
 will he survive?


----------------
[1.2] Characters
----------------

Knife Edge, Prototype Heavy Assault Fighter
 One of the two experimental assault craft being developed at a space
 station orbiting Mars, as a part of a new military defense project.
 Armed with several Vulcan-class machinecannons, missile launchers,
 laser cannons, and ample loads of ammunition, it may just have what
 it takes to beat back the unknown enemies.

Second Lieutenant Michael Samson, Nose Gunner
 A young but highly skilled soldier assigned as the gunner for the Knife
 Edge. He has come to Mars and joined the assault craft project for the
 excitement, but now it seems he is getting more than he has bargained for.
 (During certain Movies, the lines spoken by Michael are printed in white.)

Wing Commander Gregory MacKenzie, Commanding Officer
 Michael and Armstrong's boss. For a career officer, he is a pretty
 easy-going guy who seems to get along well with those under his command.

Dr. Linx, Exo-Archeobiologist
 A specialist in ancient alien theoretical biology. She and her colleagues
 have been studying the strange ruins found at the north pole of Mars when
 the incident began. Her current whereabouts are unknown. (During certain
 Movies, the lines spoken by Dr. Linx are printed in yellow.)

Armstrong, Nose Gunner
 The gunner for the other experimental assault craft. Both he and Michael
 are sent in to rescue survivors and to attack the enemy, but something
 very bad happens to him shortly into their mission.


--------------
[1.3] Controls
--------------

 Although Michael is the Knife Edge's gunner, he relies on advanced targeting
 computers to help him do his dirty work. Each Player assumes the role of
 one of the ship's targeting computers, and every computer is identified
 by a different color. The computers and their colors are as follows:

 - Computer 1 (Player 1) - Green
 - Computer 2 (Player 2) - Red
 - Computer 3 (Player 3) - Yellow
 - Computer 4 (Player 4) - Purple

 If there is only 1 Player, the lone targeting computer gets to use two
 Vulcan Cannons. If there are 2, 3, or 4 Players, each computer handles
 a single Vulcan Cannon. No matter how many Players there are, a computer
 may equip only one special weapon at a time.

 TYPE A              TYPE B              TYPE C              TYPE D
 D-PAD: (NOT USED)   D-PAD: (NOT USED)   D-PAD: REVERSE      D-PAD: (DIRECT)
 STICK: REVERSE      STICK: (DIRECT)     STICK: (NOT USED)   STICK: (NOT USED)
 A: SPECIAL WEAPON   A: SPECIAL WEAPON   A: VULCAN           A: VULCAN
 B: SPECIAL BOMB     B: SPECIAL BOMB     B: SPECIAL WEAPON   B: SPECIAL WEAPON
 C: DODGE            C: DODGE            C: DODGE            C: DODGE
 L: (NOT USED)       L: (NOT USED)       L: CURSOR CENTER    L: CURSOR CENTER
 R: CURSOR CENTER    R: CURSOR CENTER    R: SPECIAL BOMB     R: SPECIAL BOMB
 Z: VULCAN           Z: VULCAN           Z: (NOT USED)       Z: (NOT USED)

Movement Stick (Control Stick) - Move the targeting reticle. The farther
 this is pressed, the faster the movement. ("Reverse" means the reticle
 moves up if the Stick is pressed Down, and it moves down if the Stick is
 pressed Up.) To recalibrate the Stick, press L, R, and Start together.

Vulcan Button (Z) - Fire the Vulcan Cannon. The Vulcan Cannon can be fired
 even while switching special weapons.

Special Weapon Button (A) - Fire the equipped special weapon. First,
 hold this to charge up the special weapon or to lock on to targets
 with it. (The reticle should light up when the special weapon is ready.)
 Then, release this to fire the special weapon.

Special Bomb Button (B) - Detonate a Special Bomb. Hold the Cursor Center
 Button while pressing this to equip the next special weapon available.

Dodge Up Button (C Up) - Dodge upwards by 15 degrees.

Dodge Down Button (C Down) - Dodge downwards by 15 degrees.

Dodge Left Button (C Left) - Dodge leftwards by 15 degrees.

Dodge Right Button (C Right) - Dodge rightwards by 15 degrees.

Cursor Center Button (R) - Center the targeting reticle. Hold this while
 pressing the Special Bomb Button to equip the next special weapon available.

Pause Button (Start) - Pause and access the Subscreen.

 Note: The game only reads for attached Controllers at the beginning.
 Reset the game to read any Controllers that are plugged in afterwards.


-------------
[1.4] Options
-------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.1] Controller Configuration Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Press Left and Right to adjust the control scheme.
 Press Up and Down to adjust the reticle response speed.

Type - The control scheme. The default setting is A, but this may be
 changed to B, C, or D.

Response - How fast the targeting reticle moves (relative to the screen).
 The default setting is Normal, but this may be changed to Quick or Slow.
 The analog Control Stick offers further control over the reticle's speed.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.2] Sound Option Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode - Whether the audio output is stereophonic or monophonic.
 The default setting is Stereo, but this may be changed to Mono.

BGM Volume - The volume of the background music. The default setting
 is 5 units, but this may be changed from 0 to 8 units.

SE Volume - The volume of the sound effects. The default setting
 is 8 units, but this may be changed from 0 to 8 units.

~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.3] Mode Select Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~

Story Mode (1 Player)
 The main feature of the game, single Player version.

Team Mode (2, 3, or 4 Players)
 The main feature of the game, MultiPlayer version. The more Players there
 are, the more defensive strength the bad guys have. Team Mode is otherwise
 identical to Story Mode.

Battle Mode (2 or 4 Players)
 A competitive MultiPlayer Mode where the Players are divided into two
 teams. They can go through any of the first three Stages from Story Mode.
 The team that scores more Special Points by the end of the Stage wins.

Practice Mode (1 Player)
 A training run where Michael can go through any of the first three Stages
 from Story Mode. The difficulty level is very low, and there are no
 minibosses or bosses.

 The Difficulty Setting may be adjusted in Story Mode, Team Mode,
 and Battle Mode, but not in Practice Mode. The tougher the Setting,
 the more bad guys there are, the more aggressive the enemies' attacks
 are, and the less items there are.

 The path may be adjusted on the Path Select Screen for the first
 four Stages in Story or Team Mode and for any of the three Stages
 in Battle Mode. In Practice Mode, the paths are determined in the
 middle of the Stage, depending on whether or not Michael shoots
 the Path Arrows placed at certain locations.


-------------
[1.5] Weapons
-------------

 The Knife Edge has infinite ammo for all of its weapons except the Special
 Bombs. The term "special weapons" is somewhat of a misnomer, seeing how it
 actually refers to the secondary weapons, which include the Homing Missile
 Launchers, the Plasma Torpedo Launcher, the Nuclear Missile Launcher, the
 Flak Discharger, and the Laser Cannons.

 "Speed" refers to how fast the weapon's projectiles travel.
 "Reload" refers to how quickly the weapon reloads or recharges.

Weapon: Vulcan Cannons
Damage: low
Speed:  instantaneous
Reload: fast
Aim:    manual
Notes:
 The reliable Vulcan Cannons are the Knife Edge's primary weapons. While
 their shots are not very powerful compared to those of almost every other
 weapon, the Vulcan Cannons can rapidly fire streams of lead (at four rounds
 per burst), quickly taking out minor enemies and most incoming projectiles.
   The Vulcan Cannons are the only weapons that can be upgraded, from
 Level 1 to Level 6. The higher the Level, the more damage each shot deals.

Weapon: Homing Missile Launchers
Damage: moderate
Speed:  moderate
Reload: fast
Aim:    homing
Notes:
 The Homing Missile Launchers can fire up to four missiles per salvo, and
 they work well against swarms of small flying enemies. The Launchers have
 some serious flaws, however. Not only do they have to lock on to targets
 one by one, they also fail to lock on to many types of enemies. (They cannot
 fire if they lock on to nothing.) And even if they do fire, chances are the
 intended victims will already have left the screen by the time the missiles
 reach their targets, due to their unremarkable speed.
   When the Homing Missile Launchers are equipped, each of the four arrows
 of the targeting reticle corresponds to one missile lock-on. The more
 arrows that are highlighted, the more lock-ons that are acquired.
 Multiple missiles cannot lock on to the same enemy.

Weapon: Plasma Torpedo Launcher
Damage: moderate
Speed:  fast
Reload: moderate
Aim:    homing
Notes:
 The Plasma Torpedo Launcher fires powerful charges of plasma that can track
 enemies. In contrast to the Homing Missile Launchers, this weapon can only
 lock on to a single enemy at a time, and it takes slightly longer to achieve
 a lock-on, but its torpedoes travel faster. This weapon also cannot lock on
 to every type of enemy.
   Take advantage of the Plasma Torpedo Launcher's higher projectile speed.
 If a target is too fast for the homing missiles, use torpedoes instead.

Weapon: Nuclear Missile Launcher (Nuke Launcher)
Damage: high
Speed:  slow
Reload: very slow
Aim:    dumb-fire
Notes:
 Despite what its name may suggest, the Nuclear Missile Launcher is not
 the ship's best weapon. Firing rockets armed with very low yield nuclear
 warheads that simply fly straight ahead until they hit something, this
 weapon takes an extremely long time to reload. While it is no alternative
 to a Special Bomb, the Nuke Launcher still has its uses. Timed properly,
 it can wipe out large numbers of minor enemies, or against bosses, it
 can deal relatively huge amounts of pain. The damage the nukes deliver
 is comparable to that of the Laser Cannons' bolts, but the nukes obviously
 travel much slower.
   The Nuke Launcher is the most difficult weapon to aim, so it works best
 in narrow corridors or against large targets, where the nukes' chances
 of hitting something drastically increases. The ship is shielded against
 its own nukes, so feel free to fire them into a nearby wall to take out
 any enemies who are close by.

Weapon: Flak Discharger
Damage: low
Speed:  fast
Reload: moderate
Aim:    dumb-fire
Notes:
 The Flak Discharger coats disc-like flechettes with a light layer of
 energy before scattering them out in front of the ship. The flak is
 ejected straight forwards, more or less like the nukes, but this weapon's
 wide pattern of fire and faster reloading rate make it rather useful
 against packs of minor enemies.
   Think of the Flak Discharger as a shotgun that fires spreading pellets.
 The closer the targets are to the center of the screen, where the flak
 is denser, the more effective it will be.

Weapon: Laser Cannons
Damage: high
Speed:  fast
Reload: slow
Aim:    manual
Notes:
 Requiring a lengthy period of charging per blast, the Laser Cannons emit
 two bolts of highly concentrated energy. Like the Vulcan Cannons, the
 Laser Cannons are aimed with the targeting reticle.
   The Laser Cannons are best against larger, tougher bad guys, but they
 are too slow to be of much use against hordes of minor enemies.

Weapon: Special Bomb Launcher
Damage: high
Speed:  instantaneous
Reload: fast
Aim:    N/A
Notes:
 A Special Bomb damages every enemy on the screen. The ship can carry up
 to 3 Special Bombs at a time, but first it has to create them by killing
 enemies. The Special Bomb Meter fills up with every 30 enemies defeated,
 upon which a Special Bomb is added and the Meter is reset. (The system voice
 should say, "Stand by.") If the ship has a full load of Special Bombs when
 the Meter fills up, it will remain filled. When a Special Bomb is used
 afterwards, the next enemy killed will finish filling the Meter as usual.
   Special Bombs can destroy enemy projectiles as well. If there are
 too many shots coming towards the ship for the Vulcan Cannons to handle,
 detonate a Special Bomb to wipe them out.


-----------
[1.6] Items
-----------

 Items appear at preset locations or are dropped by certain enemies.
 The tougher the Difficulty Setting, the fewer items there are.
 To obtain an item, simply shoot it.

Item: Vulcan Cannon Upgrade (red crystal)
Notes:
 Increases the Level of the Vulcan Cannon that has obtained it. A Vulcan
 Cannon can be upgraded from Level 1 to Level 6. The higher the Level,
 the more damage each shot deals. If a Vulcan Cannon's Level is at maximum,
 any Vulcan Cannon Upgrade it obtains will add 10000 Points instead.

Item: Shield Energy Module (blue crystal)
Notes:
 Restores 20% Shield Energy. If the Knife Edge's Shield Energy is at
 less than 30%, the warning light will flash and the system voice will
 periodically say, "Warning!" The less the Shield Energy is, the more
 frequent the alarms are. If the Knife Edge's Shield Energy is at maximum,
 any Shield Energy Module it obtains will add 10000 Points instead.

Item: Special Weapon Module (icon of a special weapon)
Notes:
 Gives the team that obtains this item access to the indicated special
 weapon, while denying the other team access to the same weapon.
 Special Weapon Modules appear only in Battle Mode, where the teams
 can wrestle special weapons away from each other.

Item: Miss (red X over a bomb)
Notes:
 Removes all special weapons from the team that obtains this item.
 Misses appear only in Battle Mode, where the teams can also screw
 themselves over by shooting this accidentally.

Item: Path Arrow (green arrow)
Notes:
 Changes the path taken through the Stage.
 Path Arrows appear only in Practice Mode.


-----------------------
[1.7] High Score Screen
-----------------------

 The High Score Screen displays High Scores in Story Mode and Team Mode.
 A Name Entry can consist of up to 11 characters. Press the D-Pad or the
 Control Stick to move the Input Cursor around. Press A to enter a character.
 Press B to move the Output Cursor backwards.

 There are several types of Scores. The regular Score consists of the
 standard Points earned. The Enemy Defeat Score is the percentage of the
 bad guys destroyed. The Hit Score (not recorded) is the shooting accuracy.
 The Special Score (not recorded) is used only to determine the winning
 team in Battle Mode.

 Here are the default High Scores:

      Score Ranking              Enemy Defeat Ranking
 1 Shindo          600000    1 Shindo       70% [ 700/1000]
 2 Yoshino         500000    2 Yoshino      60% [ 600/1000]
 3 Goto            400000    3 Goto         50% [ 500/1000]
 4 Kashiwabara     300000    4 Kashiwabara  40% [ 400/1000]
 5 Shimoda         200000    5 Shimoda      30% [ 300/1000]


------------------
[1.8] General Tips
------------------

 - The Knife Edge cannot dodge diagonally, and it cannot lean towards another
 direction until it returns to its default position first.

 - Alternate paths may contain nastier obstacles but sometimes offer more
 flying drones who drop items when destroyed. For a generally easier time,
 stick with Path A in every Stage.

 - Kill enemies. Not only do some bad guys drop items when they are dead,
 every 30 enemies that die - including bosses - will fill up the Special
 Bomb Meter. Earning Special Bombs on the tougher Difficulty Settings is
 actually easier, due to the increased number of enemy drones.

 - In addition to launching enemy-seeking rockets, homing weapons can help
 spot bad guys in the distance by highlighting them with the bright green
 reticles. But don't rely on homing weapons too much, because several types
 of enemies cannot be locked on to. The homing weapons also have a minimum
 effective range, where they will fail to lock on to any bad guy who is too
 close to the ship.

 - The more targeting computers there are (i.e. the more Players there are),
 the more defensive strength the bad guys have. Therefore, the computers must
 attack the enemy forces in an organized manner in Team Mode. Some computers
 should focus on destroying incoming projectiles while the other computers
 should nail the bad guys. Against bosses, all computers should pool their
 firepower into the weak spots whenever possible to maximize the damage dealt.

 - In Team Mode, assign all evasive maneuvers to a single computer. This
 will prevent the occurrence of conflicting dodging commands coming from
 separate computers. Of course, the computer given this task should have
 some experience of the bad guys' patterns or, if that is not possible,
 good reflexes and intuition.

 - In Team Mode, each targeting computer should stick to one or two special
 weapons (especially when there are 4 Players). This way, each computer can
 specialize in a certain weapon, and any confusion regarding to who gets to
 use which special weapon will be eliminated.

 - In Team Mode, the computer designated with evasive duty should equip
 weapons like the Laser Cannons or the Nuke Launcher, so that computer
 has better control over those weapons' aim. The other special weapons,
 like the Homing Missile Launchers or the Flak Dischargers, can be used
 by the other computers without fear of having their aim thrown off as
 the ship dodges back and forth.

 - The minibosses will run away if they are not defeated within a certain
 amount of time.

 - A miniboss or a boss' actual life cannot be reduced until its Life Meter
 is displayed near the top of the screen (the system voice should say,
 "Systems accessed"). Still, there are often other parts of the bosses
 that can be blown apart while their Life Meters have yet to appear.

 - There are no Lives, so feel free to use up Special Bombs before the
 Knife Edge augers in.

 - If Michael really isn't gonna make it, restart the Stage instead of
 Game Overing and continuing. By restarting the Stage, the Knife Edge's
 Vulcan Cannon Upgrades and Special Bombs will be preserved.

 - If Michael Game Overs, his Score is reset to 0, he loses any Vulcan Cannon
 Upgrades and Special Bombs he has, and he may continue by restarting from the
 beginning of the Stage (in Story or Team Mode). There are infinite Credits.


==============================================================================
[2] Strategies
==============================================================================


--------------
[2.0] Prologue
--------------

[We see a transport vessel leave the space station, enter the atmosphere of
 Mars, and then release the Knife Edge, which proceeds to fly down a ravine.]

    By the end of 21st Century, Earth
      had established research and
 terraforming colonies on Mars. Exhaustive
  efforts by an international coalition
      transformed Mars from a harsh,
      desolate environment into a lush
  ecosystem capable of sustaining human
   life. Atmospheric and water resources
  were generated through the melting of
   the polar ice caps, resulting in a
       temperate, stable climate.
 The active colonization of Mars was in
  full progress, and Earth was reveling
        in its unbounded success.

    This period of growth was suddenly
               cut short.
    Earth received an ominous message
     from Mars-mysterious force were
    devestating the Martian colonies!
   Did the changes to the planetary
   environment inadvertently reanimate
     the dormant  Martian organisms?

  As the Weapons Systems Commander of
     the  Knife Edge experimental
          assault aircraft,
   your mission is to seek and destroy
   the enemy with an arsenal of awesome
     firepower at your sole control.
    The Knife Edge utilizes a remote
   control flight system which pilots
    the aircraft through the twisting
          canyons and uncharted
            caverns of Mars.
       Your job is to control the
            Weapons Systems,
      which include Vulcan Cannons,
            Homing Missiles,
   Proton Torpedoes and other devices
          of mass destruction.

       The Martian colonists are
          depending on you!
            Good shooting!


------------------------------
[2.1] Stage 1: Amethyst Ravine
------------------------------


Story:

 The ravine near the main colony has been cut into the Martian crust
 over many aeons by the mighty river that courses through it. Several
 enemy units are detected within this area, and Michael and Armstrong
 have to wipe them out before they can reach the colony.


General Hints:

 The first Stage is pretty easy. The wide, open spaces of the ravine
 let Michael see approaching enemies far away, giving him plenty of
 time to shoot the bad guys down. This Stage is also a great opportunity
 for Michael to stock up on Special Bombs and Vulcan Cannon Upgrades.


Path Map:

    |
   / \
   \ /
    |
   /|\
  / | \
 |  |  |
 |  |  |
  \ | /
   \|/
    |
   /|\
  / | \
 /\ | /\
 \/ | \/
  \ | /
   \|/
    |
    ^


Walkthrough:

                                * * *
[Communications Log 01.01]

Samson:
 Knife Edge to Command.
 Approaching target zone
 Zulu 310.
 Now transmitting geographic
 data.

MacKenzie:
 Roger, Knife Edge.
 Geo data transfer complete.
 You are now in hostile
 territory.
 Initiate full battle status.

Samson:
 Affirmative, C.O.
 I have multiple bogeys dead
 ahead.
 Should I use manual flight
 controls?

MacKenzie:
 Negative, Knife Edge.
 Remote auto-pilot mode active.
 You let us fly this tin can,
 Samson, and you concentrate on
 shooting down bogeys!
 Use your on-screen heads up
 display cursor to target enemies
 and fire at will!

Samson:
 Remote system on-line!
 Weapons systems activated!
 We're going in!
                                * * *

 Michael, after turning on the remote-pilot and weapon systems, will fly
 straight down the ravine. Armstrong will charge on ahead, but don't worry
 about him. Blow away the small flying drones, and pick up the items lying
 around the ravine, if there are any. Most of the flying drones and turrets
 here can be locked on to.

 Depending on the ship's path, Michael may fly down different parts of
 the canyon. From the beginning, going left lets him meet the miniboss
 early on, while going right lets him briefly see the boss. The center
 route is just filled with turrets and flying drones.

 Miniboss: claw drone
 Keep shooting this guy, and dodge sideways to avoid its bullets and thick
 green lasers. When it comes up close, it will try to ram the ship. Dodge
 sideways to avoid its ramming attacks.

 After the encounter with the claw drone, continue blasting more flying
 drones and turrets. Grab any items lying near the cliff edges. The steep
 canyons mark the end of the Stage. Destroy the turrets on the cliffs.

 The C.O. will tell Michael that the big bad dude above him is the one who
 has wasted Armstrong. Go kill it.

                                * * *
[Communications Log 01.02]

MacKenzie:
 I have hostiles on scanner...
 It's the alien ship that took
 out Armstrong!
 This could get ugly,
 Knife Edge...

Samson:
 Roger, C.O.
 This one's for Armstrong!

MacKenzie:
 The remote system is at optimum
 performance.
 Remember to use your thrusters
 to evade in-coming fire,
 Knife Edge.

Samson:
 Roger!

MacKenzie:
 Knife Edge, he's directly above
 you!
                                * * *


Boss: gunship

 Blast the thick tail sections while dodging downwards to duck below
 the boss' bullets. Michael has to kill all the tail sections (only the
 outermost one is vulnerable at any time), or else they will be thrown
 at him eventually. After the tail sections are gone, the boss will
 fly around a bit before bringing the battle to the second phase. Use
 the time to destroy the four missile launchers on the top and bottom
 surfaces of the boss' left and right sides.

 The boss' weak point is the red sensor that is revealed when the shell
 opens up while the boss charges up two blue energy orbs. Hit the red sensor,
 preferably with concentrated Laser and Vulcan Cannon fire, and then shoot
 down the blue orbs. When the boss closes its shell, covering the sensor,
 it will fire a red laser. Dodge left or right to avoid the laser, and
 hit its emitter with enough firepower to shut off the laser sooner.
 (The boss' laser emitter can only be temporarily disabled.)

 Once the sensor is destroyed, the boss will explode and disintegrate into
 the atmosphere, and Michael will be free to proceed to the main colony.

                                * * *
[Communications Log 01.03]

MacKenzie:
 Well done, Knife Edge.
 We've received some valuable
 tactical data based on analysis
 of this firefight.

Samson:
 What do we know now, C.O.?

MacKenzie:
 All we know is that the enemy is
 definitely inhuman and
 relentless.
 We're receiving a signal beacon
 emanating from an underground
 source at coordinate Zulu 552.
 Scout that new position,
 Knife Edge.

Samson:
 Roger, C.O.!
                                * * *


------------------------------------------
[2.2] Stage 2: Dead City (The Living Ruin)
------------------------------------------


Story:

 The main colony is located within a large crater. Its bustling fervor has
 been replaced with an eerie silence after the enemy assault, and the lower
 areas of the city are flooded as a result of the downed power and water
 systems. Michael must be wary here during his search for any surviving
 colonists. Although the streets are abandoned, they are far from deserted.


General Hints:

 The artificial urban landscape of the colony is a radical change from the
 canyons of the previous Stage. Enemies tend to appear up close now, and
 the Knife Edge will be turning more rapidly to deal with new bad guys
 who pour in from every direction.


Path Map:

          _    __
     ____/ \__/__\__
    |__  \_/  \___/ \
       |             |
     __|            /|\
  __|              | | |
 |                 | |/
 |__                \|
    |                |
    ^


Walkthrough:

                                * * *
[Communications Log 02.01]

MacKenzie:
 Can you locate the colony
 entrance?

Samson:
 Roger.
 There's a hole in a crater
 ahead.

MacKenzie:
 Scanners have picked up a faint
 signal beacon emanating from
 within the colony.
 There may be survivors, but
 you're still in hostile
 territory.
 Remain in full battle alert
 status.

Samson:
 Roger, C.O.
 I'm going in to full
 battle mode!

MacKenzie:
 Are systems active,
 Knife Edge?

Samson:
 Roger!
                                * * *

 Michael will drop down past a tower with an odd-looking structure at its
 top before reaching the residential districts below.

 Kill the robots who rush out onto the streets. Many of them dart out from
 behind pillars or building corners. The Flak and the Nuke are very effective
 here, but against the larger yellow robots, use the Laser. The big yellow
 bots also tend to drop Vulcan Cannon Upgrades. At the bowling alley,
 there may be a few items floating above the roof on the easier Difficulty
 Settings. Be sure to kill the robot soldiers sitting near them, too.

 Miniboss: tank
 The tank will roll over a few cars (which Michael can also blast apart
 for fun) and then drop into the middle of a stadium. As it drives around,
 it will launch missiles which can be easily shot down or dodged. Use Nukes
 against the robot soldiers who are occasionally released from the tank's
 rear hatch. The weak point is the small red sensor on the forward turret.
 Blasting it causes the turret to spin around, but it will automatically
 roll back, exposing the sensor once again. Use Lasers against the sensor
 for the best results. When the tank launches several floating mines,
 destroy the control drone that pops out from the forward turret to
 detonate all the mines before they can crash into the Knife Edge.

                                * * *
[Communications Log 02.02]

Samson:
 I've got the beacon on signal
 lock at 5 clicks dead ahead.
 What's the source of the signal?

MacKenzie:
 It's transmitting from the
 archeological research group
 dormitories.

Samson:
 I'm receiving signs of human
 life!  I'm going in for evac!
                                * * *

 After the stadium, Michael will move towards the lower, flooded sections
 of the colony. Depending on the ship's path, he may follow the freeway or
 he may fly out to the sides. Either way, blast any soldiers or drones who
 are waiting on or near the road.

 Over the water, blast the aquatic drones who swim around and then jump out,
 firing energy rings at the Knife Edge. These guys can be locked on to, and
 the energy rings can be shot down. Also kill the drones hanging under the
 ceilings, who may drop some items. When Michael approaches the research
 building, he will help evacuate a scientist.

                                * * *
[Communications Log 02.03]

MacKenzie:
 The signal is from the
 structure ahead.

Samson:
 Roger!

.
.
.

[Communications Log 02.04]

Linx:
 Somebody please help me!
 I hear the sound of aircraft!
 I'm here. Here! Help me!!

Samson:
 Hang on!  I'm here to help.
 Are you hurt?

Linx:
 I'm a little shaken up,
 but okay.

Samson:
 I'll break the window to
 get you out.

Linx:
 What should I do?

Samson:
 Step back!
 Jump on board now!

Linx:
 It's too high!  I can't do it!

Samson:
 I'll move closer, just do it!!

.
.
.

[Communications Log 02.05]

Linx:
 I'm saved! Thank you!

Samson:
 This is Knife Edge. Reporting a
 successful evacuation of one
 survivor.

MacKenzie:
 Excellent! You've got enemies
 right on you.
 Pull out immediately!

Samson:
 Roger, C.O.
                                * * *

 Before the scientist can be brought to safety, Michael will need to fight
 past a few more bad guys. Destroy the remaining aquatic drones. When Michael
 flies up the tower, the odd structure he has seen earlier during his descent
 into the city will come to life and intercept him, cutting off his escape.


Boss: satellite

 During the first phase, the boss will fly around a bit. Whenever its arms
 detach, each arm will fire a blue energy orb at Michael, in a random order.
 Shoot down the orbs, and then use the rest of the time to hit the arms.

 During the second phase, after all the arms are gone, the boss' main unit
 will attack. Hit the red sensor at the central core as it rotates into view.
 The satellite will keep launching missiles and firing energy orbs, all of
 which can be destroyed or dodged. The Nukes can damage the sensor as long
 as they hit the central core, because their blasts can penetrate the core.

 Once the sensor is destroyed, the boss will explode and fall apart, and
 the colony exit will be cleared for the Knife Edge.

                                * * *
[Communications Log 02.06]

Samson:
 I rescued a survivor, an
 archaeologist named Dr. Linx.
 She's weak, but she'll be all
 right.

MacKenzie:
 Good job, Knife Edge. A medivac
 unit will arrive soon.
 Transfer Linx to them and head
 to the next position.
                                * * *


---------------------------
[2.3] Stage 3: Crimson Lake
---------------------------


Story:

 At Cydonia, there is a rock formation that resembles a face, with an
 active volcano beneath its right "eye." A small group of colonists have
 been sent there to establish an outpost, but they too have failed to
 respond when the enemy assault began. Michael's objectives are to find
 if they are still alive... and to kill anything that gets in his way.


General Hints:

 Most of the fighting in this Stage takes place inside narrow tunnels
 and underground caverns. Depending on the ship's path, it may weave
 through plenty of tight corridors packed with traps. Dodging becomes
 even more important than ever here.


Path Map:

      |
     / \
    |_  \
    |_|  |
    |___/
       |___
       |   |
       |___|
    ___|
   /_/ |
  |__  |
  |__| |
  |____|
  |
  ^


Walkthrough:

                                * * *
[Communications Log 03.01]

Samson:
 I'm getting some strange Geo
 data readings, C.O.

MacKenzie:
 Transmit Geo data ASAP,
 Knife Edge.
 A pioneer colony was established
 in this zone, and there may be
 survivors!

Samson:
 Do I have authorization for
 battle mode?

MacKenzie:
 Geo data downloaded and remote
 system on-line.
 Rock'n'roll, Knife Edge!

Samson:
 Remote system on-line!
 Weapons systems activated!
                                * * *

 As Michael flies over the gigantic rock face, missiles will fly out from
 the face's left eye (the one without the volcano). Shoot down the missiles.
 Use homing weapons to kill the enemies hidden inside the eye.

 Depending on the ship's path, Michael may go through the mouth or the
 eye. The tunnel through the mouth is the longer but slightly easier route.
 As Michael works through the ancient corridors, missile launchers will
 pop out from the floors and ceilings. Kill them along with the flying
 drones in the way, and dodge any missiles that can't be shot down in time.
 The tunnel through the left eye is a shortcut. Be sure to kill the flying
 drones there, who may drop some items.

 Michael will eventually locate some colony vessels, but with no survivors.
 When he flies down towards the lava-flooded caverns, he should prepare for
 a lengthy fight.

                                * * *
[Communications Log 03.02]

Samson:
 This is Knife Edge.
 Detected debris of a Harrier
 Zulu class craft, but no life
 signs.

MacKenzie:
 Roger, Knife Edge.
 Keep scanning for survivors.
 Detecting extreme temps about
 8 clicks ahead of your present
 position.
 Scanners indicate temperature
 levels exceed safety limits.
 Keep your hull clear, Fly Boy!
 Do you copy?

Samson:
 Loud and clear, C.O.
                                * * *

 Miniboss: transformer
 This transforming bot is an evil version of the colonists' Harrier Zulu
 craft. This dude has a high defensive strength, so keep shooting its upper
 body. In turret form, it fires bullets, most of which will miss the Knife
 Edge. Dodge the bullets if necessary. In mech form, it fires missiles out
 from its arms. Keep hitting this guy as it hovers over the lava. The Knife
 Edge won't collide into any stalagmites here, but the rock protrusions can
 block projectiles.

 To leave the lava lake, Michael will either fly through a ravine or over
 the lavafall, depending on the ship's path. If he goes through the ravine,
 he should kill the flying drones for items and watch out for turrets along
 the cavern bottom. If he goes over the lavafall, he can also kill some
 flying drones for items.

                                * * *
[Communications Log 03.03]

MacKenzie:
 Good shooting, nose gunner!
 You should be approaching the
 colony soon.
 Visual contact yet?

Samson:
 Affirmative, C.O.
 The colony looks like it was
 transformed into some kind of
 fortress!
 No sign of human life, but
 the structure is swarming
 with bogeys!
 I'm gonna need battle mode
 authorization, pronto!

MacKenzie:
 You have authorization,
 Knife Edge!
 Execute with extreme prejudice!

Samson:
 With pleasure, C.O.!
                                * * *


Boss: floating fortress

 The colony outpost has been converted into a fortress of death. Destroy the
 turrets along the fortress' walls, and deal with the flying drones swarming
 the place. A well-timed Special Bomb can take out several turrets at once.

 When the fortress' sides eventually collapse, two blue crystals will
 emerge. These crystals shoot energy orbs that travel very fast but can
 be shot down. After the two crystals die, the top of the fortress blows
 cleanly off, revealing even more crystals.

 The yellow crystal is the main one, but it is surrounded by blue ones that
 regenerate after they are destroyed. All the crystals fire those fast energy
 orbs, with the yellow orbs being particularly nasty. Shoot down or dodge
 the orbs, and focus the Knife Edge's firepower against the yellow crystal
 as much as possible.

 Once the yellow crystal bites it, the entire fortress will explode, and
 Michael will fly back outside via a rear tunnel.

                                * * *
[Communications Log 03.04]

Samson:
 Caught some fire, C.O.,
 but the ship will hold up.
 Continuing with recon.

MacKenzie:
 I read you, Knife Edge.
 Proceed to the ruins in the
 northern polar region.
 A recon craft disappeared there
 after reporting severe magnetic
 anomalies.

Samson:
 Roger, C.O.
 Will proceed at full thrusters.
                                * * *


-------------------------------------------------------------
[2.4] Stage 4: Cold Vengeance (The Shrine Without the Master)
-------------------------------------------------------------


Story:

 Michael's next stop is the ruins near the northern polar cap, where strange
 activity has been detected. While the frozen wastelands are fraught with
 peril, due to the numerous hostile drones patrolling the area, the ruins
 may just shed some light onto the origins of the enemy forces.


General Hints:

 This Stage contains tough enemies and few Power-Ups. Destroying bad guys
 quickly is essential to avoiding lots of damage here, and don't forget
 to dodge the pillar traps in the last section before the boss.


Path Map:

       |
      /|
     |_|
      _|
     | |
      \|
       |
      /
     |
      \
    __/
   /
   \
    |
    |\
   /| \
  / |  |
 |  |  |
  \ | /
   \|/
    |
    ^


Walkthrough:

                                * * *
[Communications Log 04.01]

MacKenzie:
 You should be near the northern
 pole of Mars soon, Knife Edge.
 Are systems activated?

Samson:
 Roger!

MacKenzie:
 We're getting massive energy
 readings in your proximity!
 Watch out! Remote system is
 now on-line!

Samson:
 I'll kick his ugly alien butt!

MacKenzie:
 Don't get cocky, Knife Edge.
 Be careful!

Samson:
 Roger, C.O.!
                                * * *

 Blast the flying drones before they can shoot back. Some of them drop
 proximity mines that detonate if they get close enough to the Knife
 Edge. Be sure to destroy them before they can do any damage. The pillars
 sticking out can fire bullets, so prepare to do a little dodging, too.

 Depending on the ship's path, Michael can fly straight past the bullet-firing
 pillars, to the left beside the ribs of some long-dead animal, or to the
 right of the pillars. The left route is free of pillars.

 Eventually, Michael will fly down into a glacial rift. Depending on the
 ship's path, pillar traps may appear, rising out from the ice. They mostly
 just block projectiles. Kill the flying drones here for items. Some of these
 guys can be locked on to.

 Miniboss: twin robots
 Hit these two ape-like robots whenever they come into view, and shoot down
 any missiles they launch. Both of these dudes can appear simultaneously,
 but usually they just appear one at a time. Michael must dodge the gigantic
 icicles they toss, or else he will be feeling lots of pain. The robots never
 launch their icicles if they are too close to the Knife Edge.

 After leaving the glacial rift, Michael will approach some pyramid-like
 ruins. Kill the flying drones here for Shield Energy Modules.

 Inside the large temple, prepare to avoid the pillar traps that will
 jut out across the narrow corridor. For each set of traps, dodge in
 the following directions:

 #1 - left or right
 #2 - left or right
 #3 - down
 #4 - up
 #5 - left or right

                                * * *
[Communications Log 04.02]

Samson:
 Visual contact with an unknown
 object...
 It must be a Boss Bogey!

MacKenzie:
 Readings indicate this bogey is
 highly dangerous!
 Take all precautions,
 Knife Edge.

Samson:
 Roger!
                                * * *


Boss: sphinx

 This boss can suck up an incredible amount of punishment, so keep hitting
 its face as much as possible. Its shoulder cannons fire bullets (most
 of which should miss) and missiles (which can be shot down or avoided
 with ease). But the boss' two main attacks are to raise the ground and
 to throw chunks of the wall towards Michael.

 Look at what the Knife Edge focuses on whenever the boss slams its paw
 to know what main attack to expect. If the Knife Edge faces downwards,
 immediately dodge to the left or right to avoid the rising ground. If the
 Knife Edge faces upwards, start shooting at the wall chunks that fly out.

 Once the sphinx is gone, the Knife Edge will leave the ruins and head back
 to its transport vessel.

                                * * *
[Communications Log 04.03]

MacKenzie:
 Good job! Redevelopment of this
 planet will begin again soon.
 You've completed your mission.
 Now return to Earth; you've
 earned your vacation pass.

Samson:
 Woohoo!

Linx:
 Thank you indeed.
 Let me make you a special dinner
 when we get back to Earth.

Samson:
 With pleasure!

MacKenzie:
 Do you mind if I join you, too?

Linx:
 I'll prepare some delicacies
 from ancient Martian cook books.

MacKenzie:
 What?!

Samson:
 Well, I'll head over on the next
 available shuttle.

MacKenzie:
 Roger!
                                * * *


-----------------------
[2.5] Stage 5: Creature
-----------------------


Story:

 A totally unexpected attack on the space station requires Michael to put
 Dr. Linx's dinner party on hold. Mutated beyond belief in such a short
 period of time, the space station now resembles a cosmic horror. Michael
 must race back towards it to save his friends and to eradicate the enemy.


General Hints:

 The trip back to the space station is a short one, but it is not free
 of danger. Michael will need to deal with meteoroids and enemy drones
 before reaching the station.

 There is no Path Select Screen for this Stage; there is only one route
 for the Knife Edge to take.


Walkthrough:

                                * * *
[Communications Log 05.01]

Linx:
 Can you hear me?

Samson:
 Yes, what happened?

Linx:
 Something terrible.
 This station is invaded!

Samson:
 What? Invaded?!

Linx:
 Yes, it happened so fast.
 The Commander has disappeared,
 and the bridge controls aren't
 functioning.

Samson:
 Oh no! Is the remote flight
 system intact?

Linx:
 I think I can operate it with
 my handheld PC.

Samson:
 You can do it, I trust you.
 I'll be there soon.

Linx:
 There are alien creatures
 everywhere!
 Please be careful!

Samson:
 Don't worry,
 I'm ready to take them on!
                                * * *

 After evading some fire from an enemy drone, the transport vessel releases
 the Knife Edge, and Michael will immediately proceed towards the space
 station. He must dodge the meteoroids, but he can shoot down the drones.
 Some of these guys can be locked on to, and they might even drop items.


Boss: transport ship

 The Knife Edge's transport ship has mutated into a twisted creature that
 now seeks to destroy the assault fighter it has once carried.

 To kill the transport vessel, blast the four arms sticking out from it.
 Each of the arms can spit energy rings, but the rings can be shot down.
 The transport ship can also fire twin laser bolts, although most of them
 will miss the Knife Edge. Look out for other drones who will fly in, too.

                                * * *
[Communications Log 05.02]

Samson:
 I'm at the station.

Linx:
 I hear strange sounds. Please!
  Hurry up!

Samson:
 I'll be right there!
                                * * *


----------------------------
[2.6] Stage 6: Space Station
----------------------------


Story:

 The transport vessel is gone, and the rest of the station seems to be dead,
 but at least Michael can rely on Dr. Linx to guide the Knife Edge. Too bad
 there are still tons of killer drones packed within the station corridors.
 Michael will need to fight his way into the core, where the enemy leader
 lies waiting.


General Hints:

 The last Stage is the longest and the toughest. The biggest threat lies
 in the grueling final battle, and items are very few here, so conserving
 Shield Energy is absolutely vital to survival.

 Although there is no Path Select Screen for this Stage, there are still
 multiple routes. The one Michael takes depends on the specific things
 he does and on other factors (not all of which are clear).


Walkthrough:

 Michael begins inside a network of narrow corridors. Use Flak against the
 groups of flying drones here. Also destroy any gates or other pieces of
 machinery that will get in the way (the exact obstacles Michael faces
 depends on the ship's path). Dodge whatever can't be blown away.

 Michael will eventually need to shoot through some very large double doors
 to enter a bay, where several huge robots are located. These big bots suck
 up lots of damage, but they tend to drop items, too. They fire fast purple
 bolts from their upper arms and missiles from their lower arms, but both
 types of shots can be destroyed. Focus on their upper arms to kill the
 purple bolts first (preferably with Vulcan and Laser fire), because the
 missiles are easier to deal with afterwards. For the first of the huge
 robots, don't kill it immediately to take an alternate route around it,
 via a side tunnel.

 After the last of the huge robots inside the bay, Michael will have to deal
 with a few more flying drones before entering a dark room with a large pit.

 Miniboss: pit worm
 This gigantic worm's weak point is the interior surface of its mouth while
 it is open. The problem is, when the worm opens its mouth, it will also spit
 out boulders. Dodge sideways to avoid any boulders that will crash into the
 Knife Edge. The worm can use a double ram attack too, but Michael can easily
 avoid that by dodging to the sides.

 On the other side of the pit is a long corridor, which leads into a tall
 narrow maintenance area. Use Flak to kill the many flying drones here. The
 next section is the large open core of the station, where there are even
 more flying drones. There may be a few large robots seen at the bottom
 of the core, depending on the ship's path. If there are any, quickly kill
 them for Shield Energy Modules. These are the last items available before
 the boss. When the area darkens, it's party time with the enemy leader.

                                * * *
[Communications Log 06.01]

Samson:
 It's some kind of alien entity!

Linx:
 Destroy its core.
 If you shoot the exterior,
 it will regenerate easily.

Samson:
 Roger!
                                * * *


Boss: final boss

 Michael should see a purple alien entity, with Commander MacKenzie suspended
 within it. Blast this entity, pumping Vulcan and Laser fire into it as
 quickly as possible. (Don't worry about the Commander; he won't be hurt.)
 The surrounding alien beings will only throw slop towards the Knife Edge.
 Dodge or use Special Bombs against them, because the slops are otherwise
 indestructible. The beings can be killed, but they will regenerate quickly.
 After taking enough damage, the purple entity will flee into the darkness,
 and Michael will pursue it.

                                * * *
[Communications Log 06.02]

Linx:
 It's still alive!

Samson:
 Yes,
 it's merging with the Commander.

Linx:
 It's horrible!

Samson:
 I'll blast him!

Linx:
 It uses the host's brain as
 a part of its nervous system,
 so the Commander is still alive.
 You can save him!

Samson:
 I'll try!
                                * * *

 The weak point of the gigantic alien being is still the purple entity,
 but now the entity is vulnerable only when the left arm opens up, exposing
 it. The boss has three main attack combos, and the left arm opens up briefly
 while it performs those combos. To avoid almost all of the boss' attacks,
 Michael should dodge upwards.

 When the boss lets out a loud roar on the ground, it is about to spit out
 three yellow energy rings that can't be destroyed. If a ring is coming
 upwards towards the ship, snap back into the default position temporarily
 to avoid the ring (the other yellow rings should miss), and then dodge
 upwards again (to avoid future attacks). The left arm opens up while the
 boss is roaring, but Michael must not forget to avoid the energy rings
 while he fires away.

 When the boss stands on the ground, groaning and hiding its face behind
 its big right arm, it will release red energy rings that can be destroyed.
 It fires the energy rings in two volleys, between its groans. It will also
 periodically open its left arm in an attempt to lure away Vulcan Cannon
 fire that can be used to stop the rings, so don't fall for it.

 When the boss runs towards the ship, it will pull off a punching attack,
 and then it will always take flight and fire off red energy rings that
 can be destroyed. As long as Michael dodges upwards, he will avoid the
 punch. As for the red energy rings, he can simply shoot them out of the
 air. The left arm opens while the boss is running forwards, but don't
 forget about the energy rings.

 As for the boss' big right arm, there is no point in blowing it off,
 because it will regenerate quickly. Just focus on avoiding the boss'
 attacks, and use whatever chance there is to chip slowly away at the
 purple entity. For an easier time at stopping the red energy rings,
 aim the Vulcan Cannons at the boss' nose or mouth.

                                * * *
[Communications Log 06.03]

Linx:
 Thank you for your bravery.
 The invasion is over.
 The Commander is still
 unconscious, but he'll recover.

Samson:
 Thanks to you.
 By the way, we have no way back
 to Earth now.
 Please send a rescue shuttle.

Linx:
 Already dispatched.
 Well, do you still remember
 our deal for dinner?

Samson:
 Of course.
 But I have one condition.

Linx:
 What's that?

Samson:
 You must join me for some
 serious sun tanning in
 New Miami!

Linx:
 Yes, sir!
                                * * *


--------------
[2.7] Epilogue
--------------

[We see the Knife Edge flying over Mars towards a large space vessel,
 docking with it via its lower bay.]

     Humankind's exploration of the infinite
       reaches of the galaxy is merely in
                 its infancy.
      The hostile encounters with the alien
    entities on Mars has completely shattered
        our traditional concepts of life.
     Dr.Linx, the noted Earth
          exo-archeobiologist rescued
              during the recent
   Martian operation, reported the following:

     "Our research group discovered trace
     samplings of a very unique nature in
     ancient ruins situated in the northern
          polar regions of the planet.
    Upon interpretation of the
  crypto-mathematical runes that the original
 Martian inhabitants used as a written language,
    we decided that the samplings were
 pseudo-lifeforms used to power the machines
  and processors of this ancient culture.
  Utilizing an experimental cloning
        process, we were able to replicate
     the substance, in order to exploit
      it for our own purposes...

  "We soon learned that the "substance"
   was not a pseudo-lifeform, but actually
   a living, self-duplicating organism that
     could completely fuse with and control
     both organic and inorganic matter in
     short, this was the ultimate adaptive,
     evolutionary being that could master
         any environment it inhabited!
   We soon learned that we could not enslave
   this organism for our own selfish desires,
    as it was indeed cognizant, and through
    genetic memory passed on from eons past,
   remembered the indignities forced upon it
       by its previous Martian masters.
    It revolted and seized control of
     everything it came in contact with.
            You have witnessed
         the results of our folly...

       "We accept that we as humans are
          only beginning to explore the
         vastness of space, but in our
      supreme arrogance, we think we have
        mastered technology and science.
       Countless souls paid the price for
       out blind faith and overconfidence
        in science when we tried to play
        god and enslave another race just
        because it did not conform to our
            limited definition of life...

     "However, we must not abandon our quest
      for knowledge, for science has enabled
     us to reach beyond our grasp and extend
       the boundaries of our humanity."

                     The End


==============================================================================
[3] Battle Mode
==============================================================================

 Battle Mode can offer either "P1 VS P2" or "P1&P3; VS P2&P4;" matches.
 The number of Players involved are determined by how many Controllers
 are plugged in when the power is turned on. There are no 3-Player matches.


-------------------------
[3.1] Playing Battle Mode
-------------------------

 In Battle Mode, the teams fly through any of the first three Stages.
 Unlike in Practice Mode, however, there are still minibosses and bosses,
 and the Difficulty Setting and the path can be adjusted.

 Each team has its own half of the screen, with its own Shield Energy Meter
 and Special Bomb Meter. Team 1 takes damage only from enemy attacks on the
 left side of the screen, while Team 2 takes damage only from enemy attacks
 on the right side of the screen. Each team builds up and uses its own set of
 Special Bombs. The teams also begin with no special weapons. To earn special
 weapons, shoot their corresponding Modules, which are placed throughout the
 Stages. The easier the Difficulty Setting, the more Special Weapon Modules
 there are. The locations of the Modules are the same (according to each
 Difficulty Setting), but the Modules themselves that appear are randomized.

 If a team Game Overs, its Score is reset to 0, and it loses any Vulcan
 Cannon Upgrades, Special Weapons, and Special Bombs it has. However,
 the team may continue from within the Stage (with 50% Shield Energy).
 There are still infinite Credits, but continuing comes with the penalty
 of adding 10000 Points to the other team's Score.

 Victory is determined by the Special Scores the teams earn. Special Scores
 are not the same as the regular Scores.


--------------------------
[3.2] Special Score Screen
--------------------------

Score Points
 The team's regular Score divided by 1000, rounded down.

Enemy Points
 The number of enemies the team has shot down.

Boss Points
 The bonus 100 Points the team receives if it is the one that has delivered
 the killing blow to the boss.

Middle Boss Points
 The bonus 50 Points the team receives if it is the one that has delivered
 the killing blow to the miniboss. (If neither team kills the miniboss,
 no team receives this bonus.)

Weapon Points
 The team's number of active special weapons multiplied by 30.


==============================================================================
[4] Miscellaneous Information
==============================================================================


------------------------------
[4.1] Super Difficulty Setting
------------------------------

 To access the Super Difficulty Setting, hold L, R, and C-Up together
 while pressing C-Right, C-Left, and then B on the Kemco Logo Screen.
 (The copyright information should turn gold, and the system voice
 should say, "All systems ready.")


----------------------------------------------------
[4.2] Stage Select Screen (Story Mode and Team Mode)
----------------------------------------------------

 To access the Stage Select Screen, hold R, C-Up, C-Down, C-Left, and C-Right
 together while pressing (on the D-Pad) Right, Up, Left, and then Down on
 the Path Select Screen. (The word "STAGE" should turn gold, and there should
 be an alien roar heard from the final boss.) Press Left and Right to cycle
 through the Stages.


---------------------
[4.3] Boss Strategies
---------------------

Name: claw drone
Attack: fires bullets, fires green lasers, rams
Weak Point: any body part
Stage: 1
Notes:
 Dodge sideways to avoid this guy's bullets and green lasers. When it comes up
 close, it will try to ram the ship, so prepare to dodge sideways to avoid it.

Name: gunship
Attack: throws tail parts, fires energy orbs, fires laser, fires missiles
Weak Point: red sensor
Stage: 1
Notes:
 Destroy the tail sections, working from the outermost one to the innermost
 one, or else they will be eventually thrown at the ship. After the tail
 sections are gone, the boss will fly around a bit and then start its energy
 orb and laser attacks. Hit the red sensor when it is exposed, and shoot down
 any energy orbs or missiles that the boss fires. Dodge the laser.

Name: tank
Attack: fires missiles, fires mines, releases soldiers
Weak Point: red sensor (on the forward turret)
Stage: 2
Notes:
 Shoot the red sensor on the forward turret, waiting for it to roll back
 into view before blasting it again. Shoot or dodge the missiles the tank
 fires. Waste the soldiers who come out from the rear hatch, using Nukes
 if desired. When the tank launches several floating mines, destroy the
 control drone that pops out from the forward turret to kill all the mines.

Name: satellite
Attack: fires energy orbs, fires missiles
Weak Point: red sensor
Stage: 2
Notes:
 During the first phase, shoot the arms. When the arms detach, each one
 will fire a blue energy orb, but these orbs can be shot down. During
 the second phase, after all the arms are gone, hit the red sensor at
 the central core as it rotates into view. Destroy or avoid the missiles
 and energy orbs.

Name: transformer
Attack: fires bullets, fires missiles
Weak Point: upper body
Stage: 3
Notes:
 This guy has a high defensive strength, so keep shooting its upper body.
 In turret form, it fires bullets, most of which will miss the ship.
 In mech form, it fires missiles out from its arms. Deal with its projectiles
 as necessary.

Name: floating fortress
Attack: fires bullets, fires energy orbs
Weak Point: twin blue crystals (second phase), yellow crystal (third phase)
Stage: 3
Notes:
 During the first phase, destroy the turrets along the fortress walls,
 and kill the flying drones. During the second phase, kill the two blue
 crystals. Shoot down any energy orbs they fire. During the third phase,
 focus on the yellow crystal while dodging or shooting down more energy
 orbs. The blue crystals at this point will regenerate if they are destroyed.

Name: twin robots
Attack: fires missiles, fires icicles
Weak Point: any body part
Stage: 4
Notes:
 Hit these dudes whenever they come into view. Shoot down their missiles,
 and dodge their gigantic icicles. The robots will not launch their icicles
 if they are too close to the ship.

Name: sphinx
Attack: raises ground, magically throws wall chunks, fires missiles
Weak Point: face
Stage: 4
Notes:
 This boss has a high defensive strength, so keep hitting its face. Look at
 what the Knife Edge focuses on whenever the boss slams its paw down to know
 what main attack to expect. If the Knife Edge faces downwards, immediately
 dodge to the left or right to avoid the rising ground. If the Knife Edge
 faces upwards, start shooting at the wall chunks that fly out.

Name: transport ship
Attack: spits energy rings, fires lasers
Weak Point: mutant arms sticking out from the ship
Stage: 5
Notes:
 Destroy the four arms that are sticking out, and shoot down the energy rings
 that the arms throw out. The transport ship can also fire twin laser bolts,
 but most of them will miss.

Name: pit worm
Attack: spits boulders, rams
Weak Point: interior of the mouth (when open)
Stage: 6
Notes:
 Shoot the interior of the mouth whenever it is open. Dodge sideways to avoid
 the boulders. Also dodge sideways to avoid the worm's double ram attack.

Name: final boss
Attack: throws globs, fires energy rings, punches
Weak Point: purple entity
Stage: 6
Notes:
 During the first phase, hit the purple alien entity as much as possible.
 Dodge or use Special Bombs against the globs. During the second phase,
 keep dodging upwards. When the boss roars, prepare to return to the default
 position only long enough to avoid any yellow energy rings that are fired
 upwards (the other yellow rings should miss). When the boss groans and hides
 its face behind its big arm, prepare to destroy the red energy rings it will
 fire. When the boss runs, continue dodging upwards to avoid its punching
 attack, and then prepare to destroy the red energy rings it fires as
 it flies around. Hit the purple entity when the left arm opens up and
 exposes it, but never forget to deal with the boss' attacks. Do not
 bother destroying the boss' large right arm, because it can regenerate.


-----------------
[4.4] Patch Codes
-----------------

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Address   Value Range   Game Value(s) Affected
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 8011D467  0000 to 0064  Team 1 Shield Energy

 8011D46F  0000 to 0003  Team 1 Special Bombs
 Setting this value to a number greater than 3 results in a graphics glitch.

 8011D497  0014 or 0028  P1 Special Weapon Fire
 For a rapid-firing Flak Discharger, freeze this value at 14 (HEX).
 For a rapid-firing Nuke Launcher and rapid-firing Laser Cannons,
 freeze this value at 28 (HEX). To stop firing the affected special
 weapons, simply hold the Special Weapon Button.

 801239B3  0000 to 0005  P1 Vulcan Cannon Level
 To find the appropriate number to set this value to, minus 1 from the
 desired Level. For example, to have a Level 6 Vulcan Cannon, set this
 value to 5.

 8111D1C2  0000 to 0003  Difficulty Setting
 The value 0 corresponds to Easy, 1 to Normal, 2 to Hard, and 3 to Super.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


==============================================================================
[5] Reference
==============================================================================


----------------------
[5.1] Game Information
----------------------

Name: Knife Edge: Nose Gunner
Producer (Japanese): Kotobuki Systems
Producer (American): Kemco
Release Date (American): 1998
Code (American): NUS-NKEE-USA
Size: 64 MB
Type: rail shooter
Number of Players: 4
Save: none
Controller Pak Support: no
Rumble Pak Support: yes
RAM Expander Support: no

Cover Art (American):
 The Knife Edge flies over the amethyst ravine at nighttime, firing the
 Vulcan Cannon under its nose at some unseen target. Stars are visible
 in the dark skies. The words "Team Kure" can be seen on the side of
 the Knife Edge's fuselage.

Case Details (American):

 Okay, hotshot, choose your weapons for the ultimate sci-fi firefight.

 "Command to Nose Gunner. Command to Nose Gunner. Radar's readin' an
 army of armored androids that are harshin' our Martian colonies. We're
 looking at boo-coo ground emplacements. Sulfur skies swarming with
 enemy gunships. F-f-f-four explosive game play modes for 1 to 4 players.
 And six super-vast battle stages, with almost infinite paths to mutually
 assured destruction. It's a 3D shooter for N64 that makes the Big Bang
 look like a burp. So gimme full automatic cannons. Lock and load all
 Special Weapons. Set Autopilot for maximum warp. And try not to chuck
 your chimichangas. 'Cuz... we... are... goin'... in...."

 - Annihilate armored androids!

 - 3D stages with multiple paths!

 - Big bad bugged out bosses!

 - MultiPlayer Martian mayhem!


--------------------------------------------------------------------
[5.2] Really Small Details You'd Knife Me Up The Ass For Bringing Up
--------------------------------------------------------------------

Early Differences
 Here are a few differences between the early versions and the final version
 of Knife Edge:

 - The second Stage's name, "The Living Ruin," is changed to "Dead City."

 - The Microware Distributing Inc. office in Stage 2 is changed to a
 bowling alley.

 - The fourth Stage's name, "The Shrine Without the Master," is changed to
 "Cold Vengeance."

 - The name of the last two Stages, "Creature," is removed.
 The final version does not display any names for those Stages.
 (For the purposes of this guide, "Creature" has been included again.)

 - There have originally been three playable nose gunners to choose from.

 - Michael is supposed to receive more radio transmissions from allied
 gunners and pilots, not just from Commander MacKenzie and Dr. Linx.

Staff Credits?
 Who are the people responsible for the creation of this game? Who are all
 its programmers, graphics artists, audio composers, and project leaders?
 Why the creators haven't bothered putting their names in this game seems
 rather odd. (At least parts of the staff members' names can be seen on
 the High Score Screen.)

Go Team Kure
 The words "Team Kure" can be seen on the side of the Knife Edge's fuselage.
 Is this the group that has actually developed the game? Or is it some sort
 of reference made by one of the staff members? If it is an actual group,
 then is it related to Nest, whose name can be seen at the stadium in the
 second Stage?

"Sir" Will Be Just Fine
 Who the hell actually refers to his C.O. casually by calling him exactly
 that? Doing so would probably get your ass kicked in real life.

Bad Map
 The map on the Path Select Screen for the second Stage looks awfully wrong.
 It shows the entrance point and the exit point lying at different places,
 yet we know Michael enters and leaves the colony from the same location,
 near the tower the satellite boss sits on top of. How can this tower exist
 at two places at once?

Super Doctor
 Apparently, Dr. Linx is one very tough colonist. She doesn't get killed
 by the aliens like everyone else, and she even knows how to hack into
 military mainframes with her "handheld PC."

Martian Food
 We all appreciate Dr. Linx's efforts to spread cultural knowledge, but
 ancient Martian cuisine? For all we know, that stuff can be poisonous
 to Earthiens, given how those Martians are highly unlikely to resemble
 Earthiens in terms of physiology.

Counting Guns
 Ever taken a close look at the different weapons mounted on the Knife Edge?
 There are only three Vulcan Cannons, with one under the nose and one under
 each of the two wings. But this doesn't explain why there can be up to
 four Vulcan Cannons in the game in Team Mode. This also doesn't explain
 why the third Vulcan Cannon cannot be used in the 1-Player Story Mode,
 so this is all kind of pointless to begin with.

Messy Terms
 That Intro Movie is all wrong, at least when it refers to the Knife Edge.
 First, the Intro Movie calls it an aircraft. Apparently, it happens to be
 an aircraft that can also fly through space. Second, the Intro Movie says
 it uses Proton Torpedoes, not Plasma Torpedoes. There is a big difference
 there, man. The Intro Movie also spoils the story a bit by mentioning
 those "dormant Martian organisms."


-------------------
[5.3] Guide Credits
-------------------

Kemco (www.kemco.com) and Kotobuki System
 For producing Knife Edge.

Nintendo Power (www.nintendopower.com)
 For providing some information about Knife Edge. But no thanks go to
 the reviewers who have failed to understand the concept of rail shooters.
 Oddly enough, the editor who has written the magazine's walkthrough
 for Knife Edge seems to enjoy the game a lot. (See Volume 112,
 September 1998 Issue, pages 74 to 81.)

Spherelanders
 For playing through the game and figuring out the best tactics.
 Extra thanks to Alexander Y. Ng for actually writing this guide.


==============================================================================
[6] Contact Information
==============================================================================

 e-mail: faididi@yahoo.com
 site:   www.geocities.com/faididi/index.html


==============================================================================
==============================================================================

Submitted by Faididi - Created 7/19/03 (Last Modified 7/19/05)
See All Knife Edge: Nose Gunner Walkthroughs and FAQs